I think the best way to capture the speed would be the same as how SSBB captures the speed in the F-Zero stages.

We could have the fight take place on one of the ships the flies around in the background. It would fly just above the buildings, so falling characters would get flung sideways when hitting the ground, but could still survive if quick. (like in Big Blue)

Occasional hazards could be:There are several Warning marks along the top of the screen, then the ship smashes though a window in the side of the building, which would kill anyone up there that got hit by the building. (Maybe just spiked for balance sake?) After a couple seconds it exits again.

The ship gets shot down be one of those missiles. (Friendly fire?) A warning appears where the missile will hit. After it hits, the ship crashes and the characters land on a now not moving building. After fighting there for a bit, another ship rises up and lifts the characters before blasting off at full speed again.

Ship Screenshot: (This was very hard to get! I'm not gonna try getting a good missile screenshot.)

Dudebro from Dudebro MSIFUSIGTSSU II:ISUDTThe game is unreleased as of yet but if you look up the website it is going fairly well. Dudebro would obviously be a strong and slow character who would use a variety of weapons to shoot/stab you.

I suggest using one at least of these two characters from "Little Fighter 2", as a playable character for this game, but that's up to you.

Julian (Little Fighter 2) A well balanced character with a limited, but powerful moveset.

Davis (Little Fighter 2) A well balanced character with a moveset focused on dealing combos.

The trouble with the LF2 characters is that they're very generic, and seem designed more to fill certain niches (sword guy, ninja guy, fire guy, archer guy) than to be unique, iconic and memorable characters in their own right. That said, LF2 is a pretty well-known game, and as a beat-em-up, it has many similarities with Indie Brawl.

I think it's at least worthy of a support character. Davis, who apparently has his own action figure, is probably the most iconic character from the series, but Julian would be my second choice.

Runman's high speed could make him an interesting character, and there's probably just enough material out there to make a movelist out of. I still think he's best as a support character, but I could see him working as a main character, too.

Machinarium is great, and I do think we need to include something from it. A stage would make the most sense, but that is a bit redundant with Samorost Island. The trouble with Josef as a character is that he is nonviolent and has no moves that resemble attacks. I could see him as a support character, but I don't know what he would do.

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Commander Video (Bit trip series)http://www.bittripgame.com/

I haven't played these games, but Commander Video doesn't seem to have too many moves. You could probably make a move list for him, but he seems more suited to be a support character.

Outside of standard running and jumping, his only ability is altering the flow of time, which is absurdly broken for a main character. He'd make a great support character, though, which is why he's on the list.

Never played it, but it doesn't seem like Dim can do much more than run, jump, and change dimensions (which is inapplicable to Indie Brawl). As far as Matt Thorson's games go, Runman, the bird from An Untitled Story and Ogmo are the most iconic characters.

Thanks for the reply. Runman Would be a fantastic chracter. I think with a little work Josef could be used well too. Heres some ideas for attacks I have came up with for Josef:

1. Open his mouth: In the game Josef puts objects in his mouth, in Indie Brawl these objects could be used as projectiles, throwing random objects at players such as lightbulbs. Long distance2. Punches: Josef stretches his arm and punches his opponent.3. Zap: Josef strikes electricity at his opponent. 4. Rise and fall: Josef stretches his body and swings his arms at opponents.5. Block: Josef pulls rubbish out of his mouth and builds a wall acts as a temporary shield.6. Flamethrower: Josef drinks oil, then burps out fireballs. Short distance

Images of the attacks can be seen here:http://img121.imageshack.us/i/dsc00195o.jpg/

Take Notice of the large red numbers rather then the smaller black ones. The numbers in red are related to the text above.I would really like Josef in indie brawl, He is a fantastic character. The game is fantastic

First: Just put the image url in the tags, not the html code it gives you. (that's for websites, not forum posts) The right url is the actual picture, not the page that has the picture and all the stuff around it.Second: That picture is way too big in it's unscaled form to post here. (which is why I didn't link it)

The main problem I have with Josef as a character is that he is portrayed as being vulnerable and nonviolent. Every other main character has at least some sort of violent action in the source material.

His stretching and shrinking abilities could be used creatively with attacks, but it still seems like a weak premise to base a character on.

A "We Want YOU" stage seems pretty interesting (mostly because it scrolls down :D) but Soulliard has said many times that he doesn't want weapons as items because of the sprites and other stuff. About SMB (Super Meat Boy, not Super Mario Bros ¬¬) dunno, maybe it's too generic (but awesome).

Hello, I'm new here, and I've been interested in this project since someone on my forum linked it. I just want to say two things before I start lurking again. 1. I think that the Robot from the Robot Wants X games would be a good addition. The games are very popular, and would be an interesting addition to the game.2.

He's pretty generic, especially in terms of attacks. Minecraft is much better suited to be a stage.

I really think Minecraft guy/Steve? would be a good addition to the project. Minecraft has a lot of elements to it that could lead to possible moves, e.g. using a sword or ax to attack opponents or unleashing a lava flow from a bucket.